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[LFP][Paid][$20 USD][Cypher][Thursday] Adventurer Academy: The Green Witch Stronghold

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Start Playing This game encourages payment of the Game Master at a rate of $20 through start playing com linked above. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements Veeris is a island city state of opportunity and privilege. Her people have the freedom to do whatever they wish to make a living. Even the most simple farmer can live comfortably off the 1 or 2 crop they attend. More effort and ambition begets greater rewards but also demands greater responsibility. This is why Veeris' greatest export are sell swords also known as Mercenaries and Adventurers. Unlike the humble farmer, you must have ambition in your blood to even pass as a low tier adventurer, for the service your provide not only brings wealth to the city, but the means to protect itself. You have chosen to join the life of an official adventurer under the training of one of the many guilds in the city, who in turn is directly intertwined with the most prestiges and deadly of academies, Green Witch Stronghold. You'll take what you learn from this academy and work for the betterment of your guild, become an asset to the common folk of the city and realms beyond, or frankly, you'll die trying. Such is the life of a adventurer. If you are interested, please click on this link to Start Playing
Every few days im gonna bump this post with some lore and behind the scenes stuff. I really like the concept of an adventure or magic school but weirdly get annoyed when the school becomes the backdrop. My BIGGEST example of this is rwby. I wont get into it, but suffice to say i was interested to see how the school and politics were gonna play into this more. I wanna explore that with you guys, and i think the way to do so is to make it where the school and the Adventure guilds are fully aware that the school of hard knocks is just as valid as academia. SO they are gonna mix. You go to the academy to learn and hone skills then you put them to the test and make some real money and status. Go back to the school with some wisdom and focus on what you wanna personally get involved with, then tackle those new abilities and powers and go out again.  The idea is that you don't really graduate. Adventurers ALWAYS can learn or gain more. And the Stronghold will always be there for you to practice what you need to get started before the next mission. The academy houses specialists, generalists and just overall funded resources and protection of knowledge for all to access fairly. That's where my head is at when doing a Adventurer academy, and I hope to show how ell this can work.
Let's talk a little about Cypher as a whole. While this game is using the second edition rules, the Core experience is very similar to 1st edition. Unlike most d20 systems where you learn the difficulty and then roll to hit above or below, this system is about actively changing the difficulty once its been declared and thus keeping a consistency in challenge. An example here, in dnd, you might have to roll above a 12 or 15 to knock down a door, thus using your strength and maybe an athletics skill. Mid game you'd be looking normally at a d20+3 or 4 meaning you have top at least hit a 8 or 9. That's fine and dandy, but we have all had those sessions where we cant roll above a 5 and there is little we can do besides have someone give us advantage on the roll. Cypher does it this way. You need to knock over the bolted door, and it is level 5 difficulty to do so. 5 times 3 is 15, so you need to hit a 15 on a d20 to it. Very similar. Now a player can check if they have athletics as a skill, and if they do then the difficulty goes from level 5 to level 4, so now a 12 on a d20. If they player wants to invoke the mechanic of effort and burn some of their might stat points, they can lower it to now level 3 and if someone is helping them knock the door down, then you mad it level 2. So we made a 15 on a d20 down to a 6 on a d20. This makes it so that the game is always player facing, that the player gets to choose how much or badly they wanna succeed or if its better to suffer damage or a failure now to succeed later. you have stamina essentially between Might Speed and Intellect so you cant just breeze through every situation, instead you have to manage your resources and your teams resources to always have an answer, and when you don't, its time to run or take a well needed rest.
right now i cant think of anything that wouldn't be too spoiler for the game SO i will simply state we got 2 of 3 players needed to begin our campaign. If your interested, hit us up, we just need one more body for the adventures to thrive.